Howling Banshee 2: The Solution

-Also, what gives you the impression this is, in some way, 'official'? EB-moderators are a bunch of people who asked to be given the right to create matches so there'd be more competitive play.
This suggestion/opinion is in no way approved by the devs.

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Maybe it was just wishful thinking on my part, when I read the following I thought the devs had heard the communities ideas and put them forward to the devs for potential development, potential not being a definite conclusive description, more of a strong suggestion I guess.

Also, closing a gap really is not the main problem, except if we are talking about vertical gaps,

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Yeah leaping 10 meters from a sprint fast attack does seem like a bit of a stretch and wishful thinking again. Maybe they could also use the climbing animation at the end of a long high jump to get up and over a high railing? That way they already have the animations, the only thing they'd need to figure out is the jump physics.

. Acrobatic: A unit that consists entirely of models with this special rule adds 3" to its maximum move distance when it Runs and when it makes charge moves. Furthermore, models with this special rule do not suffer the Initiative penalty for charging enemies through difficult terrain. (Codex: Craftworld Eldar (2015))

. Ancient Doom: A model with this special rule has the Hatred special rule against Daemons of Slaanesh or models with the Mark of Slaanesh. Furthermore, when making Fear tests, a unit containing at least one model with this special rule suffers a -1 penalty to its Leadership if it is engaged in combat with a unit that contains at least one model with the Mark of Slaanesh or the Daemon of Slaanesh special rule. (Codex: Eldar Craftworlds (2015) p148)

. Battle Focus: A unit comprised entirely of models with the Battle Focus special rule can either shoot and then Run, or Run and then shoot, in the same Shooting phase. The unit must complete both actions before you move onto the next unit - otherwise the chance to make the second action is forfeit.

A model cannot Run if it fired a Heavy weapon during the same Shooting phase unless it has the Relentless special rule. Similarly, a model that has Run cannot then fire a Heavy weapon in the same Shooting phase unless it has the Relentless special rule. Models that cannot Run gain no benefit from the Battle Focus special rule. (Codex: Eldar Craftworlds (2015) p148)

. Bladestorm: When firing a weapon with this special rule, a To Wound roll of a 6 wounds automatically, regardless of the target's Toughness, and is resolved at AP2. (Codex: Eldar Craftworlds (2015) p150)

. Fleet: A unit composed entirely of models with this special rule can re-roll one or more of the dice when determining Run moves and charge ranges (such as a single D6 from a charge range roll, for example). (BRB)

. Infiltrate: Units that contain at least one model with this special rule are deployed last, after all other units (friend and foe) have been deployed. If both sides have Infiltrators, the players roll-off and the winner decides who goes first, then alternate deploying these units.

Infiltrators can be set up anywhere on the table that is more than 12" from any enemy unit, as long as no deployed enemy unit can draw line of sight to them. This includes in a building, as long as the building is more than 12" from any enemy unit. Alternatively, they can be set up anywhere on the table more than 18" from any enemy unit, even in plain sight.

If a unit with Infiltrate deploys inside a Dedicated Transport, they may Infiltrate along with their Transport.

A unit that deploys using these rules cannot charge in their first turn. Having Infiltrate also confers the Outflank special rule to units of Infiltrators that are kept as Reserves.

If a unit has both the Infiltrate and Scout special rule, that unit can deploy as per the Infiltrate special rule and then redeploy as per the Scout special rule. (BRB)

. Move Through Cover: A unit that contains at least one model with this special rule rolls an extra D6 when rolling to move through difficult terrain and is not slowed by charging through difficult terrain. In most circumstances, this will mean that, when moving, the unit rolls 3D6 and picks the highest roll. Furthermore, a model with the Move Through Cover special rule automatically passes Dangerous Terrain tests. (BRB)

. Shadowstrike: If a unit that consistes entirely of models with this special rule infiltrates, it has the Shrouded special rule. If the unit shoots (including Overwatch) or fights in combat, it loses the Shrouded special rule. (Codex: Eldar Craftworlds (2015) p118)

. Stealth: A unit that contains at least one model with this special rule counts its cover saves as being 1 point better than normal. Note that this means that a model with the Stealth special rule always has a cover save of at least 6+, even if it is in the open. This rule is often presented as Stealth (X) where X indicates a specific type of terrain, such as Stealth (Woods) or Stealth (Ruins). If this is the case, the unit only gains the benefit whilst it is in terrain of the specified type. Cover save bonuses from the Shrouded and Stealth special rules are cumulative (to amaximum of a 2+ cover save). (BRB)

In EC scorp are nearly perfect as tps representation of tt scorp, only mandiblasters does not work, so not perfect but close, banshee - its just crap, no feeling of shock assaulter at all, no "rush b" and "cheekee-breekee", just boring stormguardian, that arrogantly insulting his target before strike it with powersword.